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PROJECT: Playtest (the 4th Thread)

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  • Thanks Bert.

    Your barbed wire SLIC works, but has the same sprite (but not the unit itself) disappearing problem.

    Your Pillbox code still works too, and I dont know why, but the Activision code works now i tried it again too.

    BTW i tried downloading the code from your site but got the file full of html, so i just copy and pasted it and deleted the line numbering.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

    Comment


    • Got a CTD using the latest playtest. When zoomed out on the map and scrolling. This seemed to be a problem with the vanilla patched game too at times.

      Id guess its a problem with displaying the forts or one of those vision improvements.

      Code:
        0x00448209  [?DrawScaledOverlay@TiledMap@@QAEXPAVaui_Surface@@PAGHHHHH@Z + 0x229]
        0x0044aa6a  [?DrawAnImprovement@TiledMap@@QAEXPAVaui_Surface@@PAGHH_N2@Z + 0x7a]
        0x00443b8e  [?DrawImprovementsLayer@TiledMap@@QAE_NPAVaui_Surface@@AAVMapPoint@@HH_N@Z + 0x23e]
        0x0043c449  [?DrawImprovements@TiledMap@@QAEHPAVaui_Surface@@HH_N@Z + 0x229]
        0x0043f2fe  [?ScrollMap@TiledMap@@QAEHHH@Z + 0x42e]
        0x00405e57  [?ui_CheckForScroll@@YAHXZ + 0x397]
        0x0040c093  [?ProcessUI@CivApp@@QAEHIAAI@Z + 0x123]
        0x0040c50d  [?Process@CivApp@@QAEHXZ + 0x12d]
        0x004071f1  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3a1]
        0x00406ca5  [WinMain@16 + 0x65]
        0x007ca1bc  [WinMainCRTStartup + 0x134]
        0x77e814c7  [__onexitbegin + 0x774de6ef]
      Attached Files
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

      Comment


      • dont know why, but the Activision code works now i tried it again too.
        You mean, the sprite disappearing problem mysteriously disappeared? Wonderful world of modding!

        downloading the code from your site but got the file full of html
        Thank you for reporting this bug, and I apologize for the inconvenience -- fixed it .
        The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

        Comment


        • Originally posted by BureauBert

          You mean, the sprite disappearing problem mysteriously disappeared? Wonderful world of modding!
          No unfortunately it didnt, the sprite still disappears with your code and the original code. The move points are subtracted as they should be though, with both versions using the latest playtest.
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • I got a CTD while playing AOM IV as a scenario. Happens on the first turns on AI's turn. Odd, because yesterday AOM worked just fine. I'm using the 646 revision from E's signature.
            0x007d105a [?GetOwner@TradeRouteData@@QBEHXZ + 0xa]
            0x004b6a81 [?StyleHappinessIncr@CityData@@QBEHXZ + 0x38]
            0x004d1533 [?CalcHappiness@Happy@@QAEXAAVCityData@@_NAAH1@Z + 0x58]
            0x004a7633 [?Initialize@CityData@@QAEXH@Z + 0xb2]
            0x0050cc69 [?InitializeCityData@UnitData@@QAEXH@Z + 0x21]
            0x004dd5d1 [?CreateCity@Player@@QAE?AVUnit@@HABVMapPoint@@W4CA USE_NEW_CITY@@PAVUnitActor@@H@Z + 0x392]
            0x004f2e08 [?GEVHookCallback@CreateCityEvent@@EAE?AW4GAME_EVEN T_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgL ist@@@Z + 0xd3]
            0x005c4882 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x8e]
            0x005c5420 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x40]
            0x005c3232 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
            0x005c5294 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x2f]
            0x005c523b [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
            0x0040ef12 [?Process@CivApp@@QAEHXZ + 0x103]
            0x00407dde [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
            0x00407855 [WinMain@16 + 0x74]
            0x008ab8ec [WinMainCRTStartup + 0x134]
            0xbff7b9e4 [(kernel) + 0x0]
            Last edited by Martin Gühmann; May 22, 2008, 18:18.
            The Chuck Norris military unit was not used in the game Civilization 4, because a single Chuck Norris could defeat the entire combined nations of the world in one turn.
            - Chuck Norris Facts

            Comment


            • ack! maybe try it without my signature version. this crash might be related to the happiness tileimp i added. but oddly it talks about Martin's stylehappiness :hmm:
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

              Comment


              • Originally posted by E
                but oddly it talks about Martin's stylehappiness :hmm:
                And the other odd thing is that CityData::StyleHappinessIncr does not call TradeRouteData::GetOwner. And it doesn't call it indirectly either. Probably there is something else.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • Generated a crash.txt when exiting. Went from in-game Options>Quit.

                  Code:
                    0x77f51d24  [__onexitbegin + 0x775aef4c]
                    0x77f51dc9  [__onexitbegin + 0x775aeff1]
                    0x77c2ab2e  [__onexitbegin + 0x77287d56]
                    0x00402241  [??3@YAXPAX@Z + 0x11]
                    0x005700db  [??1SlicSegment@@QAE@XZ + 0x9b]
                    0x00570fe2  [??1?$Pool@VSlicSegment@@@@QAE@XZ + 0x62]
                    0x00570f62  [?Cleanup@SlicSegment@@SAXXZ + 0x12]
                    0x77d43a68  [__onexitbegin + 0x773a0c90]
                    0x77d43b37  [__onexitbegin + 0x773a0d5f]
                    0x77d45b40  [__onexitbegin + 0x773a2d68]
                    0x77d45f87  [__onexitbegin + 0x773a31af]
                    0x5101fb0c  [__onexitbegin + 0x5067cd34]
                    0x77d43a68  [__onexitbegin + 0x773a0c90]
                    0x77d43b37  [__onexitbegin + 0x773a0d5f]
                    0x77d43d91  [__onexitbegin + 0x773a0fb9]
                    0x77d4438c  [__onexitbegin + 0x773a15b4]
                    0x00406ca5  [WinMain@16 + 0x65]
                    0x007ca1bc  [WinMainCRTStartup + 0x134]
                    0x77e814c7  [__onexitbegin + 0x774de6ef]
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • Fromafar,

                    I get this compile error. Also, i saw you fixed sound but does that work for inteface for scenarios?

                    civ3_main.cpp
                    C:\trunk\ctp2_code\ctp\civ3_main.cpp(1751) : error C2362: initialization of 'message' is skipped by 'goto Error'
                    C:\svncode\trunk\ctp2_code\ctp\civ3_main.cpp(1736) : see declaration of 'message'
                    C:\\trunk\ctp2_code\ctp\civ3_main.cpp(1751) : error C2362: initialization of 'message' is skipped by 'goto Error'
                    C:\trunk\ctp2_code\ctp\civ3_main.cpp(1736) : see declaration of 'message'
                    C:\trunk\ctp2_code\ctp\civ3_main.cpp(1751) : error C2362: initialization of 'filesize' is skipped by 'goto Error'
                    C:\trunk\ctp2_code\ctp\civ3_main.cpp(1727) : see declaration of 'filesize'
                    here's the line:

                    Code:
                    Error:
                    	c3errors_FatalDialog(appstrings_GetString(APPSTR_INITIALIZE),
                    							appstrings_GetString(APPSTR_CANTFINDFILE));
                    Last edited by Martin Gühmann; May 22, 2008, 18:18.
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • The sound fix is for scenarios, to solve the problem reported by BureauBert about sound files in the scenario directories being ignored.

                      Comment


                      • the zip worked
                        except I got these warnings:


                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(299) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)
                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(300) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)
                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(301) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)
                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(302) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)
                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(303) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)
                        C:\trunk\ctp2_code\gfx\tilesys\tiledraw.cpp(304) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)

                        How are you with the interface? I'm having some trouble changing dipwizard's tabs to threat-like list boxes (although tabs are list boxes )
                        Last edited by Martin Gühmann; May 22, 2008, 18:19.
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

                        Comment


                        • AI takes 30-40 minutes to do its turn in my game. Everything was normal initially, but then pollution levels have risen and there was a global flood. After that, the AI started to take ages to think.

                          Comment


                          • Z80 I'm assuiming this is with the latest playtest? the global flood maybe th eissue. Any chance you can upload the save game?
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

                            Comment


                            • I played revision 634 when the problem appeared. I've updated to rev. 646, and it didn't disappear.
                              Here is the save.
                              It loads normally, but after you end your turn, the game hangs for a long time.

                              Comment


                              • when I tried it looked like a cyclic error it maxed out my resources. I think it may have something to do with Martin's pollution changes. Either that or something with AI not handling a change in the map. Thanks fr the report.
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

                                Comment

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